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Same here. I watch for TF teams coming on global channels. Actually, I have global channels for more than one server up, so I can switch over if someone starts up a TF I want elsewhere, which makes me available for TFs on a server I'm not even logged into. But I'm usually hidden from searches because I don't like getting random invites.
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'Defiant Events' on Defiant, and 'sals badgehunters' on Union are probably the busiest global channels.
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How about trying to totally reverse your normal process? Start with the character and work towards the concept. Pick an AT and powers (use dice for some or all of that, if you really want to go for a complete break). Randomise the costume, even. Then say they woke up in Paragon with their name, their spandex, a brand new walk power, and no idea of who they are or why they're there. Total amnesia. Then start playing them, and grow their concept (and new costume) from the storylines, PCs and NPCs they interact with.
It could be a total disaster, or it could be fun. But either way, as macskull said, you pretty much have to look for *a* new play style if you want to rejuvenate the game for yourself again. Or take a break from the game for a while, until you come up with another perfect concept character you find you really want to play. -
Quote:Individual Defiant players might be able to buy anything on the market, but overall, the supply of things on Defiant is lower. That means inf transferred from Freedom to Defiant is going to be less than inf transferrred from Defiant to Freedom.Individual villains might be able to buy anything on the market, but overall, the supply of things redside is lower. That means inf transferred from blueside to redside is going to be less than inf transferrred from redside to blueside.
There simply are fewer Defiant players than there are Freedom players. This is a fact. In the aggregate, Defiant players generate much less inf than Freedom players, just from the sheer weight of number. They generate fewer recipies, and less salvage.
While, yes, inf under a merged market would flow freely between the sides, the fact is, prices for everything would rise. And with fewer Defiant players playing, that means individuals on Defiant would have a harder time paying for things from the merged market.
Also, in a merged market situation, the flow of Freedom inf to Defiant inf would quickly stabilize, leaving Defiant players overall in a poorer position.
Teams are generally the best/fastest way of generating influence and infamy. Have you tried to form teams on Defiant? Let me tell you, most of the time, you cannot get a large team together, on Defiant, unless there is an event of some kind running. on Freedom, on the other hand, it is easy to get into a team.
Agree, y/n? Do you think that players on the smaller servers are in a position that they can't afford to outfit their toons because the players on the larger servers have all the inf? Do you think the market should be split up so it's intra-server only, to be fair to the majority of lower-population servers? Would that lower prices for everyone? What effect do you think it would have on supply? -
The store could check if there are any accounts under that master account which are capable of accepting the code. If they're all already upgraded, it should merit at least a warning before finalising the purchase.
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I've seen that a few times. For me, it's usually the result of alt-tabbing away from the game while it loads a character in for the first time, and to fix it I usually just restart the game. I don't remember if it's also fixed by logging out the character and logging in again -- it's a while since I've seen it, as I just stopped alt-tabbing until it had finished that first load-in.
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You don't need any more evidence than you can generate by going and playing the game right now. We have the expected drop rates, as given by Posi. All you have to do is turn on chatlogging, then run the resulting log through DropStats and it will do all the statistical work for you to determine if the drops you are getting are outside the expected range. Easy peasy.
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I'm now craving anchovy pizza so very much, but it's half past three in the morning, here. :-( Serves me right for reading the forums instead of going to bed, I guess.
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And that is exactly why there's no point people showing up and saying 'I feel like my drop rate is down'. Turn on chatlogging. Run the logs through DropStats. *Show* that there rate is down. That's the kind of evidence which is useful, and might actually get a problem looked at.
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For quick merits, Kelly Nemmer's 'Hatred's Hungry Heart' isn't bad. It's only 7 merits, but for a character with decent stealth it's an easy 15 minutes a run if you let the hostage die in the first mission.
Good ITF teams speed-running for merits would be 30 minutes or less. Of course, the advantage of an arc is no diminishing returns. -
Quote:What percentage of the costume parts now available at character creation would you propose to move to the crafting system, and which ones will be left unlocked for all? If everyone had to start their new characters with Noob Pants of Spandex plus Noob Shirt of Spandex, I think you're going to have a hard time selling this to many people.There would be vendors for the default costume recipes in the SO Enhancement stores, but otherwise, I'm open to it...
This has the potential to create a supply problem. It's possible to buy many common IOs cheap on the market because badgers craft and dump while getting the crafting badges. If you remove that incentive, then people are only generally going to bother crafting and selling costume pieces with a significant profit on them, as they do with set IOs. Recipes might be available cheaply, but that's only a help for those costume pieces the character is of the right level to craft. By level-limiting the crafting, and removing the incentive to craft-and-dump, it might become difficult for low level characters especially to get access to costume pieces outside their own level via the market -- either supply will be low, or prices will be high. They'd need a significant bankroll or alts/SG mates to provide them. -
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Quote:I definitely agree with this. It's such an exaggerated catwalk/music video/ladies of the night sway. On female characters wearing stilettos, I still find it a bit silly. On my punk cyborg in flat boots, or my barefooted insectoid character it just looks ludicrous.Any chance of getting the hip-sway turned down on female models? It looks painful. What's wrong with making them walk normally?
I have a slightly similar issue with the huge walk -- it has a lot of attitude baked into the animation, so it's only applicable to a subsection of characters' personalities.
The male walk is pretty darn nifty, though. It's nice and neutral, just walking. -
Quote:That's what we do, too. The low level characters drop off the more expensive salvage items they find, like luck charms, in the salvage racks, and the characters with the crafting badges makes up the IOs. If a low level character gets a nice recipe drop they don't need but another character does, they craft it and drop it in the enhancement rack for the other character to take.I have one field crafter on each side & server where I have characters and they'll be the ones who craft the generic IO's for storage in the base and later slotting by the lower-level alt characters.
It really doesn't take very long to set up a solo (or in my case, duo) base with a couple of salvage racks, a crafting bench and an enhancement table. Once it's up and running, it's easy enough to keep a stock of common IOs ready for new alts to slot as they level up. Every time the salvage racks fill up, log in with the crafter and make some of the higher-demand IOs, like accuracy, damage, end reduction or recharge. Excess popular IOs can be sold on the market, and there are a few IO types, like most mezzes, which aren't worth keeping in stock anyway, as they can be picked up on the market for less than crafting cost. -
Quote:Some blueside trainers have drones, some don't. Off-hand, I'm pretty sure that Galaxy, King's Row, Talos and PI all have guarded trainers, and Pocket D and RWZ trainers are indoors and safe from event mobs. The drones were added around the PI trainer quite recently, I think.Why are there no police drones guarding the Hero Trainer areas?
I agree it would be nice if they could add drones to the remaining trainers who don't have them -- it isn't a huge inconvenience to have to go to the hospital after training, but it's irritating. -
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Quote:I kind of agree with your 'so' -- I don't have any strong view either way about whether it would make a better game to simple throw all the ATs in a big pool and let anyone have access to either side, maybe with some kind of morality meter to determine which contacts will deal with you.And my response to that is: "So?" The devs are the ones opening pandora's box here. It's completely natural for people to question some cases of what, so far, seem like extremely arbitrary limitations on interactions when you cross sides. Sure, we don't know everything yet - it sounds like the devs haven't decided everything yet. But some of what the devs have preliminarily decided doesn't sit well.
However, I don't think there's anything arbitrary about how the devs are structuring Going Rogue. Everything is entirely consistent with a strong desire to keep a distinction between Hero and Villain sides as basic concepts in the game, and to enforce that through game mechanics which allow the sides to touch, but not merge.
As a consequence, I don't think there's much point focusing on separate parts of that, like whether or not markets should be merged, or whether there could be roleplaying justifications for contacts dealing with opposite alignment characters. If there is any chance of changing the devs minds, to me it seems like it would lie in demonstrating to them why an approach involving a fuller merge of the two games is better than the path they're currently taking of keeping them distinct. -
And most important of all...easy access to a tailor from Atlas!
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Quote:The problem with most ideas for increasing PvP participation is that they're based on luring PvEers into the zones by offering them PvE rewards. This doesn't get more PvPers, it gets grumpy PvEers who feel they're being forced to do something they don't enjoy to get something they want, and sad PvPers with a zone cluttered up with people who don't want to PvP anyway. This is exactly the situation we have at the moment, with badges, Shivan's nukes, etc.So, a player can do the normal content and never PvP - it's still all there. But to get these extras, players can go out, PvP, and try some new stuff.
If people don't want to PvP, odds are it isn't because they don't realise how wonderful PvP is, it's because they don't want to PvP.
F'rex, I was hunting Mu Guardians in RV, and someone snuck up behind me and killed me. So, I thought, oh, hey, actual PvP in a PvP zone! I found the bluside team, joined them, and played for an hour or so. I got a few kills, I annoyed some Stalkers with Rain of Fire, I died a lot (and someone kept following me around and killing me time after time after time, and eventually sent me a tell to say he'd got a PVP drop from me, which was cool), and it was okay.
The next weekend, I noticed that someone was organising a PVP event, so I went along and played for a few hours. I got the rest of the kills for the badge, had an okay time again...and I've never been back since. It just isn't my cup of tea. There are plenty of other things in the game I enjoy more. And no amount of extra shinies are going to change that. -
Quote:Hah!The teleport probably wouldn't affect them, though. I once taunted Eochai off the edge of an rock island in Firebase Zulu. He didn't get teleported and sat there on the floor of the shard for about 5 days until the server reset.
Now I don't know if I'm disappointed, or just newly enthralled by the idea of a seething mass of zombies entirely covering the floor of Ouroboros. Okay, so on the downside it would probably crash the zone eventually, but it would look amazing.
{ponders} With a group of flying characters, and a nice quiet zone like Boomtown, I wonder how big a seething zombie horde it would be possible to create? Do they stop spawning after a certain point? Would they climb up over one another and eventially form a zombie pyramid, like they climb up info booths and other pointy structures? -
Quote:I don't see how else they can keep any meaning to 'hero' and 'villain', though. If rogue/vigilante effectively opened up access to the whole game, then from a gameplay perspective there'd be no reason to be anything else, unless you have absolutely zero interest in experiencing the content on one side.Being able to go visit the other side, and just stand around until you're invited to a team would be pretty ******* useless.
As things look at the moment, it's already hard to see what's attactive about staying a 'pure' hero or villain. For many (most?) people, it will be more fun to have the ability to hop over to the other side if you want to join in with something your friends are doing there. The devs have mentioned perks which are going to be associated with not switching sides, but, honestly, if they're trying to sell a box set based around the Going Rogue concept, how great can those perks really be?
It seems clear to me that for whatever reason -- concept, system contraints -- the devs are committed to maintaining a separation between heroes and villains as distinct sides. If they weren't, they wouldn't have come up with this fairly convoluted system of moral scales and market access. You can argue as to whether that separation a good or bad thing, but it would take a pretty fundamental shift in the way they're approaching this to get them to open up mission availability. At the most, I could see there being a handful of contacts who would deal with characters coming over from the other side. -
I'm just sad that the zombies don't spawn in Ouroboros. I'd love to hover off the edge of the rock, and watch them spawn, plummet away, and reappear with a splash in the fountain in the middle. Then shamble back towards me...jump off...plummet...splash into the fountain...shamble back towards me...
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There's a new redname, Arbiter Kim, who's responsible for collecting bug reports on the forums and passing them on to the devs.
In order to make the best bug report possible, I would recommend getting some solid, high-quality evidence. Luckily, you can use the tools developed by people who helped identify the droprate bug fixed post-I16.
1. Turn on chat logging in the game. This needs to be done on a per-character basis.
2. Collect chat logs covering a good number of enemy defeats (since you're looking for uncommon/rare recipe drops, a couple of thousand defeats should be enough, but adjust as necessary).
3. Run the chatlogs through DropStats, to get the predicted v. actual drop rates. You can find DropStats at http://www.glasspaw.com/dropstats, and the tool works best if you collect the data on lvl 50 characters. At other levels, it will be unable to identify certain types of mobs.
4. When you have good data which clearly shows that your drops are falling well outside expected rates, pass the data on to Arbiter Kim. -
Quote:The explanation given by the GM in test suggested that it's better to spread out, because there's an (unknown) number of mobs which need to be defeated at each banner. So the best set up seemed to be to have an equal amount of firepower at each banner, so that the required kill total is reached at about the same time everywhere. One banner without enough people will hold up everyone.We had a big debate about how to progress the bar faster: do you want to spread out between all the banners, or just all focus on one?
That said, even the GM on test didn't seem to be 100% sure of the event rules :-)